Yes, but that doesn’t work, which is the whole topic.
So, imagine you have an item giving you 100% inc, that’s a additive layer.
If you now crit you have double the damage. Inherently, without multi taken into consideration.
Imagining we have 100% critical chance and a single of our… I think 11?.. item slots does those 100% inc we actively have ‘200% inc’ in reality. So actively that means ‘this one affix is worth 2 slots instead’.
Which gets expedited when we have more slots with the same affix obviously. 2 100% inc? Value of 4 item slots. 3? 6 item slots… 5? Now we have actually our theoretical limit nearly reached, which is 10 item slots in value.
Given that it’s vastly easier to scale % inc in different ways we often get 200+% on an item though, so it only gets more severe with every single bit of crit or even crit multi which we loose.
And now that gets even further enhanced when we take base damage into account. Since base damage itself is additive… but multiplicative with % inc and then on top multiplicative with crit. This makes it a exponential curve.
To adjust that the balance would need to take this into consideration, meaning skills need a more rigid limitation on usable item bases while wielding said weapon… and those weapons focusing majorly on the core aspects of what the skills which the item base will be used with.
So for example a crit-based item base will focus on crit itself in the intrinsics, a shared base with % inc as it enhances flat and crit roughly the same by itself… and bases for builds without crit will majorly focus on flat damage this way.
That’s sadly not done though, hence we see a disparity leaning heavily towards crit, making everything else simply less viable.
There are exceptions to the rule, but they are far and few between.
That’s… nonsensical.
Crits are a measure of build variety and multiplayer scaling is mandatory to at least keep a minimal semblence of balance for solo vs teams.
Playing in a group already makes everything vastly easier. Not only is enemy targeting much more forgiving… you also have basically endless lives. Grou-play makes the game a joke.
‘Numbers go brrrr’ is a huge psychological aspect. Number range is very important for that. Last Epoch does a very good job with their ranges actually.
If you make them 100X larger they actually loose value for your brain as it can’t cope with those easily, you have ne relevant examples commonly available where those would be viable.
World of Warcraft for example had a so called ‘stat crunch’ for that exact reason as over time numbers got to overinflated they became meaningless, hence reducing them down again with the scaling got player retention up quite a bit.
Nah, just means you’re not good enough at math to do that. Damage calc needs to be complex for a reason, which is to enforce that variety can exist in the measure it does.
If you take away all the ‘unneeded complexity’ from damage calc you end with exactly 2 values: Attack/Life. That’s it. Because that’s the core trinity of most games. A measure to see how strong you are. A measure to see how much punishment you can take.
Then we can add defense, which already makes it a multiplier, and you likely won’t be able to do it in your head when the numbers are sufficiently high… at least not in a reasonable time And with resistances on top? Forget it, suddenly it’s a double multiplied defensive method. Same goes for offence… and then you add the damage types to it as well… and the methods of scaling like crit, flat, inc. Tadaaa… basic system as we have it in most games, like Last Epoch has as well. It’s no rocket science anymore, never was… just took a whole for devs to get to a comfortable point.
Srceenshake… sound effects… animations based on attack and enemies hit… without ragdolls.
There’s many ways. Ragdolls are not only resource intensive but also nigh always very easily broken.
Minimal amounts, you go with attack speed scaling for the multiplier there, since ‘recently’ is ‘4 seconds’ to be exact. Which nigh always does crit in this timeframe, so you can ignore crit completely at sufficient speeds.
And those builds are quite viable, and even quite strong at times, offering more defensive options in many cases.
So no… non-crit is viable in other games, many instances even. LE just does a worse job then others… but barely any game does a ‘great’ job in that regard, it’s hard to balance.
Depending on attack speed it is reliability though. Which can be the difference between sustaining or even outright bursting something down… or feeling like your character got wet noodle arms.
Yes Base damage… use a bow with high base damage affixes on it to counteract this loss. You hence don’t need to invest so heavily into crit which opens up affix space which can hence be again used for more damage.
That’s how you scale it.
Nothing with ‘channel’ in LE is ‘great’. So nah, absolutely not. Channeling in LE means either being a sitting duck or loosing movement speed. Not even sustained Warpath is good, you use it in short bursts between evading movements.
Yes, it can be a viable build… and there are quite a few channel viable builds… but each one of them is generally more ‘clunky’ then other options, having more downsides then non-channel skills in general.
And there ends my time for the day for writing, so I’ll have to cut it short here before reading on sometime else